Not sure about the lockups. My game hardlocked twice when I was testing it before, but then I found out that it was related to my video card(it had a lot of problems, even messed up sound) and not battlefront, the memory usage was just irritating it. None of my 6 beta testers had lockups.

Yeah, I changed a lot of things to make it more like dogfighting instead of mass missile locking.

I like the map and the enhancements on the Star Fighters. The map is fun and its a good idea not to have missile lock-on but I think its better to put missile lock-on on certain fighters like the Tri-fighter. But I thought CIS fighter missiles left blue trails instead of normal missile trails. The amount of fighters that you have to destroy is a bit too much, I end up quiting the game after I killed about 250.

bug: the fighting is concentrated at the 2 landing pads with hardly any in the big space between them. also i want more fighters on the field at once

i really wish someone could fix that under turret thing with the arc-170, well, at least he made it two seating.

i dont think there were boundaries cus i flew to the end of the map without dying.

you better remove the word "Homing" in the "Homing Missiles" label(cus they arent homing anymore) that labels the missiles for interceptors like the A-wing

suggestions:

-the v-wing can still be used. all you have to do is bring in the v-wing with the same features(agility, fire rate, yada-yada) as the jedi starfighter you replaced it with(yes, this will make it an intercepter not a bomber as that was its original purpose)the difference being it fires green lasers.

Great concept, though in battlefront you never have to pretend that the ground below is at a much larger scale than it and stay a few ZE'ters away from it maintain realism (It takes me back to old flighsims...)

Maybe you should try the concept with a large, Low - view distance bespin map. A lil' boring scenery wise, but maybe you could get artistic.

Or, a nebula space map. That has the potential to look kick as with the right lod settings and 'fog' and a good background, and a few fog regions.

I tried this in my since abandoned ( or maybe on-hold) space map, but the stars (sky) would never shine through the background. But few ZE light fx couldn't hurt FPS. At least not on the new card I picked up yesterday, a budget improvement.

P.S. Bring back Rhen Var: Frozen Corridor
Still have the source? I think Convo' would be quick and painless, but IDK.

lieutenantcoda wrote:the following starfighters can't be repaired by the pilots while in flight:

A-wing

Jedi starfighter(red one)

Tri-fighter

also, is it me or a starfighter can fire with the lasers firing from a 45 degree angle, example:

OOO < starfighter OO / / / / <lasers /

you can see the lasers are firing slunted instead of straight from the ship like this:

OOOOOO l l l l l

you all know what the symbols represent

That's because you're going so fast. Lasers can't be straight like that while flying that fast, or else they would be moving horizontally, too. There are no lasers like that in space maps, so you probably wouldn't know.

Thank you for all of your comments, and yes, there are quite a few things that need fixing. A few of the errors you listed can't be fixed because of the engine, and as for the ground texture, that's the most memory conserving route I could take(it's all lowrez texture, there are no main textures, way too much lag). Also, laser's haven't been tampered with. The name, well, I guess I could change it, though I think it's unnecessary for this basic a level(btw, I did consider doing a deeja peak map once).

And finally, the original files for Rhen var: Frozen Corridor, Naboo: Coastal Battlegrounds, Kamino: Serene, and Manaan: Murky Depths were lost a long while back due to the corruption of my previous harddrive. I suppose the only way that you would get Rhen Var: Frozen Corridor for SWBF2 would be an entire remake, which will neve.. hmm, actually that's not a bad idea